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What is the point of GM's notes?
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<blockquote data-quote="Aldarc" data-source="post: 8242826" data-attributes="member: 5142"><p>Sure, and the taxi driver may know things about their passengers' desired destination or they may discover things about their passengers' destination as they drive there. </p><p></p><p></p><p>I think that differences in the process of play is more informative and insightful than the purpose of play. This is why I would prefer to keep the focus on <em>how</em> rather than <em>why </em>or<em> to what end.</em> </p><p></p><p>For example, let's take another system: i.e., government. The purpose of a style of government may broadly be to create a democratic republic that represents the people, but that will look different between a political system like the United States, which invests a lot of governing power in the President through first-past-the-post elections, or one of the various European parliamentary systems, which places greater governing power in legislative coalitions that form governments headed by a prime minister with executive heads-of-state often serving as figure-heads. There are also sorts of variables, such as who gets to vote, who can veto legislation, the balance of power, etc. </p><p></p><p>That underlying process is an important part of how that purpose of play is achieved, whatever that may be. The purpose of play may be to generate a good story, but some will do so through AP play, highly GM-curated experiences, railroaded play, open world sandbox play, PC-driven dramatic play, etc.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8242826, member: 5142"] Sure, and the taxi driver may know things about their passengers' desired destination or they may discover things about their passengers' destination as they drive there. I think that differences in the process of play is more informative and insightful than the purpose of play. This is why I would prefer to keep the focus on [I]how[/I] rather than [I]why [/I]or[I] to what end.[/I] For example, let's take another system: i.e., government. The purpose of a style of government may broadly be to create a democratic republic that represents the people, but that will look different between a political system like the United States, which invests a lot of governing power in the President through first-past-the-post elections, or one of the various European parliamentary systems, which places greater governing power in legislative coalitions that form governments headed by a prime minister with executive heads-of-state often serving as figure-heads. There are also sorts of variables, such as who gets to vote, who can veto legislation, the balance of power, etc. That underlying process is an important part of how that purpose of play is achieved, whatever that may be. The purpose of play may be to generate a good story, but some will do so through AP play, highly GM-curated experiences, railroaded play, open world sandbox play, PC-driven dramatic play, etc. [/QUOTE]
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What is the point of GM's notes?
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